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#1 |
Join Date: Nov 2004
Posts: 419
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![]() Of course, there is the "subject to change" disclaimer given: |
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#2 |
Join Date: Nov 2004
Posts: 73
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![]() To tell you the truth, it probably won't make any difference since there will not be any necromancers or conjerers left at that point.
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#3 |
Join Date: Nov 2004
Posts: 419
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got one-starred |
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#4 |
Join Date: Nov 2004
Posts: 73
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I completely agree with you. I am not going to wait a month or more for them to fix what they broke in the last patch. I started a noob monk, it is alot more fun then playing kill and recast gobotnic after every fight in everfrost.
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#5 |
Join Date: Nov 2004
Posts: 850
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![]() Maybe I'm missing it... didn't we just do live update #5 hence the next update is #6? Isn't the next class to be evaluated supposed to be the summoners? Just what is s'posed to be fixed in #6? As much as I'm looking forward to knocking out my last couple levels with a completely broken pet to get my super special class defining ability that regens 75 power every 20 seconds I think I'll take a little break. I have always been positive and given the development team the benefit of the doubt but frankly, this is BS. I like to dungeon crawl which means PF or SE, neither of which I can do in this class's broken state. Is it really so much to ask for our pets to work properly? Most of the summoners leave before they hit 30, there's a good reason for that. There's this ten level window for the necro's from 35 to 45 where we are pretty good, then we stop getting damage spells while the sorcerers continue to improve. We just cannot compete with a level 50 sorcerer and we sure as heck are s'posed to be able to. We don't get some super amazing spell at 50, we don't have any pet other then the rotting thrall and we sure as heck don't have parity in our power costs. C'mon, fix our pets at the very least... everyone knows they're broken both by the current pathing bug and by damage output. It takes five minutes on the test server to figure this out. If we as the players know about it and have been offering input in the most constructive manner for the last four months the very least you can do is fix them or bandage them. Oh wait, we got our pet buff duration increased to15 minutes... that's what was s'posed to hold us over 'til we were reevaluated though now we have thirty second windows where we can't rebuff our pets and we can't refresh or renew our paltry ward spell. Frankly, I would prefer the three minute buffs if I could recast them before they wore off. I really don't like to rant but what exactly do we need to do to get fixed? What information aren't we offering to help the development team put this class where it should be? I've found the necromancer forum to be one of the most constructive, positive and frankly the most fact driven of the class boards thanks to the efforts of many in the community. What do you need from us to fix the class?
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#6 |
Join Date: Nov 2004
Posts: 352
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I will reserve excitement for the days following LU7 to make sure that it really has been fixed =)
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#7 |
Loremaster
Join Date: Nov 2004
Posts: 18
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![]() I'm confused what happened that "made necro's Unplayable" in update 5?? yeah the stupid buffs are annoying but so the hell what? what am i missing here
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Calidri 70 Mad Midget Necromancer 70 Alc/Prov/Tailor (Poke Er'Gently, 32 Assassin, Venekor) |
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#8 |
Join Date: Nov 2004
Posts: 114
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i get the feeling we're just gonna get tweaked a little not the class revamp alot are expecting. like you guys have posted before our class bugs are in your face doesnt take but a couple of minutes of play time to find them lets hope they address them all since they're right there in the open to see.
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TYRANNT BLOODYHANDED |
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#9 |
Join Date: Nov 2004
Posts: 850
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Put a pet in a safe pull spot in CT or RV and it's probably no biggie, if you're in the dungeon crawl levels the pet becomes unuseable.
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#10 |
Join Date: Nov 2004
Posts: 451
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Fight out in the open of EF if you can't in PF or Sol. Problem solved until they fix it.
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Shadoweyz of The Rallosian Guard Level 70 Brigand Befallen Server I always edit for content, not grammar! |
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#11 |
Join Date: Nov 2004
Posts: 65
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You are joking right? I mean no hard feelings but do you really consider this as a solution or are you trying to cheer the necros up so we all feel better? Btw my pet loves to go and play hide and seek in an open area like Nektulos too, I saw it climb walls I can’t climb just to disappear and come back from somewhere else half a minute later. So all together I’m not so pleased with the facts that: -Has some urgent business to do on the other side of the map after fights -Sometimes just had it with the violence and doesn’t fight anymore -Sometimes finds lovely spots where it really has to hang around a while (and pick flowers, enjoy the view or what ever it’s doing there) -Uses it’s secret invulnerable ability so I can’t leech it anymore -Or just simple doesn’t do what it’s told to do -I have to explain my group to please wait until my pet decides we are worthy and joins our group again or why it’s behaving like a fool.
So much for my pet, don’t get me started on the mana drain…. |
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#12 |
Join Date: Jan 2005
Posts: 26
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![]() Naughty Pet! Bad Pet! Silly Pet! You just have to use strong words Seeko or not... I'm amazed why they made pets invulnerable. No one is pulling our pet. Our pet isn't a quest mob. No one is going to try and killl our pet...except me, which I do at least 30 times each night
While writing this post, I have a pet called Loner...proves my point! |
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#13 |
Join Date: Nov 2004
Posts: 82
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![]() I've actually had better luck in closed areas than in wide-open areas since the patch. For instance, if I kill something in the Enchanted Lands, my pet will run back to where he was before combat...and be invulnerable for several seconds. Not only that, but he won't seem to follow half the time. I'll take twenty steps, turn around, and see him in the same spot. Or, even more strangely, he'll run towards me, then warp back...run towards me, then warp back. I stood there for a good 3 minutes today watching him do that, figuring if there was a good way to document this (don't have Fraps or anything like that). Finally, I just dismissed him. Against single mobs, this is mostly an inconvenience, but against groups of mobs, it becomes extremely frustrating. Once a mob dies, the pet won't respond to commands to attack or be able to be tapped for a good while. In places like the Ruins of Varsoon, however, I was camping the Clay Guardian rooms, standing on the steps. My pet seemed to respond much faster to everything, from attack commands to being able to be tapped as soon as combat was finished (again, takes me quite a few seconds out in the open, after it runs back to me). Of course, this is just my personal experience, but oh well.
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#14 |
Join Date: Nov 2004
Posts: 65
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![]() Actually I’m playing at the same two spots at the moment and I had the same experience. Less trouble in Varsoon but still from time to time it didn’t follow orders and was invulnerable.
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#15 |
Join Date: Nov 2004
Posts: 850
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If I xp in lavastorm or everfrost I'm done with permafrost and solusek... if my interest was to grind levels or solo that would be fine but personally I would like to do the content while I can xp there. Surely you can understand that HB.
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#16 |
Join Date: Nov 2004
Posts: 451
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Yes, I can understand that. I am not happy about them breaking the pets. It is an annoyance to me so I have tried to make due until it is fixed. I am excited for LU#7 where we get a much needed boost in DPS and pet's. I don't want them to push that back because I'm sure they're working on both issues now and when LU#7 goes on test I'll break out my necro there and try it out.
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Shadoweyz of The Rallosian Guard Level 70 Brigand Befallen Server I always edit for content, not grammar! |
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#17 |
Join Date: Nov 2004
Posts: 55
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![]() Aargh! ... I'm a patient man .. it's not like we have any choice, but it seems like that's a long way off yet. Baz |
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#18 |
Join Date: Jan 2005
Posts: 15
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![]() Plus, we get to see what is broken in the LU#6! Excitement.... |
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#19 |
Join Date: Nov 2004
Posts: 57
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My bets are on them breaking DOTs so that they heal mobs instead of doing damage. Then taking a week to fix it. |
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#20 |
Join Date: Nov 2004
Posts: 65
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![]() good guess.....but not so new since we had buffs/wards on the mobs instead on us/pet already. How about pets attacking us after we leech them? |
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#21 |
Join Date: Nov 2004
Posts: 419
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![]() Nah, they already used to do that ![]() |
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#22 |
Loremaster
Join Date: Feb 2005
Location: Neriak - Qeynos
Posts: 220
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![]() Any idea when LU#6 and #7 are supposed to happen? Last night I was in battle with a buddy summoner of mine, he got aggro and I sent my pet to help and it ignored me. It also will finish a battle and run off into the wild blue yonder at times. Nothing new, I know, but can't wait till it's fixed. I have a 42 Wiz and 31 Dirge, and although my Summoner (Necro to be) is only level 16, I've had the most fun with this character. Soloing is much better than Dirge or Wizzy, as I can safely engage two things at once to speed up the xp. And, I'm killing tougher mobs (two mobs, arrowed, 2 levels below me). Message Edited by Supa Mint Flava on 03-30-2005 10:04 AM
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#23 |
Join Date: Nov 2004
Posts: 419
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LU#6 is going to test server this week. LU#7 is already in development. But as Moorgard explained earlier, this pet bug is not waiting for LU#7. It'll come as a hotfix as soon as it's fixed. LU#7 is about pet improvements/DPS/balancing, not about bug fixes. My hope is that it will make the other 2 (non-zombie) pets usable.
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#24 |
Join Date: Nov 2004
Posts: 451
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/agree with Seeko. I just bought 2 Tier 5 rares cheaply in order to upgrade our other 2 pets once they (hopefully) get fixed and become useful. I'm hoping the warlock has a HUGE increase in damage to make it a viable grouping pet and keep the RT as the tank solo pet.
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Shadoweyz of The Rallosian Guard Level 70 Brigand Befallen Server I always edit for content, not grammar! |
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#25 |
Join Date: Nov 2004
Posts: 30
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Since the Warlock Pet is 10 Lv's higher than the RT, I'm hoping that it will at least double the DPS of the Tank Pet. I would really like for it to Nuke for 700-800 and its DoTs and buff upgraded as well.
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#26 |
Loremaster
Join Date: Nov 2004
Posts: 196
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I bet you it'll be middle of the road. I bet you that the lvl 48 warlock pet will end up being a bit higher (say 20-30%) than the current RT while the RT gets its DPS nerfed to put it in line with warrior pets in the grand scheme of things (low dps, high hps/mitigation/taunt).
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#27 |
Join Date: Nov 2004
Posts: 850
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![]() At the risk of establishing a self-fullfilliing prophecy, I'm guessing that Chandigar is right.
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#28 |
Join Date: Nov 2004
Posts: 419
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Ditto
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#29 |
Loremaster
Join Date: Nov 2004
Posts: 27
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![]() It is going to take a long time for SoE to balance all the classes. It is going to take a long time to fix all the current bugs along with the new ones created by other changes made. This is just the fact of writing code for a MMOG. This is something I have delt with for years in various different games. Every class needs work including tradeskill classes. EQ1 is almost a completely different game compaired to when it was released. The foundation for EQ2 is great, and I really enjoy it. It is not like the game is completely un-playable. It just needs lots and lots of work. I am betting that they will be working on improvments, and fixes for this game FOREVER. I think they are doing a pretty dam good job personaly. Call me a fan boy; but I am even happy with the bit of information that the Devs feed us on these boards. In fact the less talkin on the boards the Devs do the better; because I want them writing code to improve the game. Message Edited by Sylnt on 01-23-2005 03:01 AM
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#30 |
Lord
Join Date: Aug 2005
Posts: 124
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![]() 5 months have some to pass..... And the prophecy has been fulfilled.
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